My entire subjective list, from someone who started playing in 1980. I will update whenever I have ideas.
Definitely important
Dungeons
STR, DEX, CON, INT, WIS, CHR
HP, XP
Polyhedra dice
The phrase “Dungeon Master”
Players describe what their characters do rather than “just roll”.
Fighters get to roll a d100 if they have a 18 strength
Spell memorization
Advancement is via Class (not Feats or Skills)
Cool abilities come from Magic Items
Class and Race are independent
Race limits Class
Limited Races and Classes
Fighters, Thieves, Magic Users,
Paladins, Rangers, Druids, Monks
Rangers get 2d8 Hit Points at first level
Slow advancement
Generous treasure
Unfair monsters that take treasure
9 Alignments
Time management
“Levels” everywhere
Retainers at higher levels - higher levels somewhat confer social status
Training and paying to gain levels
Humanoids that are not playable
Half-Orcs
Players map dungeons from DM descriptions
Players identify with their PCs
Being stupid can be deadly, playing well much less so
Sparse Black & White Illustrations
Campaign Driven
Modules
Somewhat important
Dragons
Three books, one for the DM, one for the Players, and one full of Monsters
Miniatures
Turning Undead / Holy Symbol
Race limits Stats
Stats limit Class
Money gives Experience
Platinum and Electrum Pieces
Assassins, Illusionists
Multiclassing
Armour gets better as the number gets lower
Lots of looking rolls up in tables
Random Encounters in Dungeons
Infravision
Planes
Halflings
Campaign Settings
Not important
Psionics
Barbarians
Ultravision
Gnomes
Color illustrations


